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Here's the source code for it::Code: [Select].TEST::[FFFFFFFF00000000]→Pic1:[F0F0F0F0F0F0F0F0]→Pic2::Repeat getKey(15):Pt-On(0,0,Pic1)r:Pt-On(0,0,Pic2):DispGraphrr:ClrDraw:ClrDrawr:EndIt was just meant to be a test to see how it worked. It was just suppose to draw a black square, a dark gray square, and a light gray square. The funny thing is, I got it to work a long time ago, but I forgot how I did it and the code got deleted.As for GrayLib, I think I'll check it out.
I switched pic1 and pic2 and it worked fine for me.You can replace DispGraphrr:ClrDrawr:ClrDraw with :DispGraphClrDrawrr
QuoteI switched pic1 and pic2 and it worked fine for me.You can replace DispGraphrr:ClrDrawr:ClrDraw with :DispGraphClrDrawrrThanks for the advice E37! That fixed the colors in the wrong places. However, I noticed that the dark gray wasn't well defined from the black, so I did some screwing around and found that if you do :DispGraphClrDrawrr after pic1 and after pic2, It's perfect! Problem solved. I'm sure to implement this into some game down the line. Thanks for the help!
The appearance of different contrast (shade) values varies from calculator to calculator. There's no fixed good number. Many programs/games just rely on the user to set a good contrast value beforehand in the OS.Some may also implement a tuner in their program that allows the user to adjust the contrast for their program, distinct from the OS. GrayLib provides such functionality with the GTune() function. If you're going to use this part of GrayLib, though, you should probably consider just using the whole thing.
While I'm talking to Runner112, I might as well ask, whatever happened to that program you were making that upscaled a sprite, rotated it, then downscaled it again? Did you finish it? Because it'd be really helpful for this one game I want to make. I couldn't find it when I was reading the forum you talked about it on.
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